Free-For-All in UEFN: Build the Everyone-vs-Everyone Deathmatch
Free-For-All in UEFN: Build the Everyone-vs-Everyone Deathmatch
Free-For-All (FFA) strips a shooter down to its rawest form: no teams, no objective, everyone against everyone. You spawn, you fight whoever's nearest, you die, you respawn instantly, and you do it again — racking up eliminations until someone hits the kill cap. It's the default warm-up and aim-trainer for competitive Fortnite players, and one of the easiest modes to build well. This Game Modes entry breaks the frag-race loop down and builds a compile-verified Verse scoreboard that tallies each player's eliminations and ends the match at the cap.
1. What it is
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Instant Respawn
FFA is a solo deathmatch mode. There are no allies — every other player is a target. The structure is dead simple:
- Respawns are instant and constant — death is a minor setback, not an elimination.
- Score = your eliminations. Each frag adds to your personal total.
- The match ends when someone reaches the kill cap (e.g. 25) or the timer expires; highest frags wins.
Because it's pure gunplay with zero downtime, FFA is the canonical place to warm up your aim before ranked.
2. Type of game
| Attribute | Typical value |
|---|---|
| Genre | Deathmatch / aim warm-up |
| Teams | None — every player for themselves |
| Players | 4-16 in one arena |
| Match length | First to N frags, or a fixed timer |
| Respawns | Instant, unlimited |
| Map shape | A compact symmetrical arena with fast sightlines and quick rotations |
3. The loop
Every life is the same tight loop: spawn, fight, score or die, respawn — repeated at high speed until someone hits the cap.
The magic is the flow: no objectives to think about, no teammates to coordinate with — just pure, continuous fighting and the score ticking up.
4. Why it's fun
- Maximum action density. Every second is a fight. No looting, no rotating, no waiting — just combat.
- Pure skill mirror. With no team to carry or blame, your frag count is exactly as good as your aim and movement.
- Zero-stakes respawns. Dying costs you two seconds, so you take risks and experiment freely — that's why it's the perfect warm-up.
- Instant readability. Anyone understands "shoot everyone, most kills wins" in one sentence.
- Self-balancing. The player who's dominating becomes everyone's target, which naturally tightens the race.
5. Who made the great ones
FFA overlaps heavily with the aim-trainer scene:
- you_should —
🎯AIM BOT FFA🎯(code 7829-3728-8801) blends FFA against bots with aim drilling, a hugely popular warm-up format. - Donwozi — the legendary
Skaavok Aim Trainerset the template for combat warm-up maps; its FFA-style drills are a daily ritual for competitive players. - Clix Creative —
Clix Aim Trainerpacks 18 drills including target-switching and flicks, the skills FFA exercises. - The in-game Team Deathmatch / FFA category on Creative HQ indexes the most-played pure-combat arenas.
6. Examples / variants
- Classic FFA — one arena, instant respawns, first to N frags.
- Gun Game FFA — every frag swaps your weapon (covered in its own series entry).
- Bot FFA — fight AI targets for pure aim reps with no human variance.
- Timed deathmatch — fixed clock instead of a kill cap; most frags when time runs out.
7. How to make it in UEFN / Verse
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FFA Scoreboard Tower
The devices you'll place
- Elimination Manager (
elimination_manager_device) — firesEliminatedEventon each frag, the single event the whole mode runs on. - Class Designer / Item Granter — to give every player the same starting loadout on spawn.
- Player Spawn Pads spread around the arena (FFA needs many, far apart, so you don't spawn into a fight).
- No team settings needed — FFA is teamless by design.
The Verse mechanic that ties it together
Loadouts and respawns are device-driven. Verse owns the personal scoreboard: a per-player frag tally that ends the match when someone hits the cap. The series staple returns — subscribe to an event, react — but this time we key the score by the individual agent, using a [agent]int map.
# elimination_manager_device fires EliminatedEvent : agent on each frag.
# Configure it to send the ELIMINATOR (the scorer), not the victim.
EliminationManager.EliminatedEvent.Subscribe(OnFrag)
The key data structure is a map keyed by the agent — the per-player version of the team map you saw in Capture the Flag:
var Frags : [agent]int = map{} # each player's running frag count
Current := Frags[Scorer] or 0 # default 0 for a first frag
The full, compile-verified scoreboard device
Drop this ffa_device into your project, wire the @editable Elimination
Manager (set to report the eliminator), and it keeps a per-player frag count
and declares a winner at the kill cap. It's a standalone creative_device, so
it compiles on its own.
How it works, line by line
@editable EliminationManageris configured in the editor to send the eliminator (not the victim) as the event agent — that's the scorer.OnBeginsubscribes toEliminatedEvent; one handler runs the whole mode.Frags : [agent]intis a map keyed by the individual player — the per-agent analogue of the[team]intmap from Capture the Flag.Frags[Scorer] or 0reads a player's total with a default of 0 for their first frag;set Frags[Scorer] = NewScorestores it back (wrapped inif (...) {}because map-set is failable).- At
NewScore >= FragsToWinthe match is over and the top fragger is crowned.
Gotchas
- Configure the manager to send the eliminator. By default an Elimination Manager can report the victim; for a frag scoreboard you need the scorer — set that in the device options.
- Map-set is failable.
if (set Frags[Scorer] = NewScore) {}is required — the same pattern as the team score map in CTF. - Spread your spawns wide. FFA's one real balance lever is spawn placement — far apart and out of sightlines so nobody spawns into a crossfire.
- No teams, on purpose. Don't add team settings; FFA's identity is that everyone is a valid target.
Recap
- Free-For-All is teamless deathmatch: spawn, fight everyone, respawn instantly, most frags wins.
- The fun is maximum action density and a pure skill mirror — it's the competitive scene's default warm-up.
- In UEFN the Elimination Manager (set to report the eliminator) is the one event the mode runs on.
- The Verse pattern is the series staple with a twist: a
[agent]intmap keyed by player, incremented per frag, ending the match at the kill cap. - Wide, safe spawn placement is FFA's main balance craft.
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References
Original tutorial generated by Verse Island from the Verse/UEFN knowledge base, with references to the Epic Games sources above. Code is validated against the knowledge base.